Quasar
Moderator

Posts: 5141
Registered: 08-00 |
No one ever joins existing projects, they just try to start their own, and that's why there's so many that never get released. Eternity celebrates its 5th anniversary of development today, and one of the chief reasons why is a lack of mapping help. To the few mappers who have contributed, I thank you all.
Lesson 1: don't assume that existing projects will consider your work subpar -- often times mappers approach me like I expect them to be professionals in the map design business. While I do have quality expectations, I'm not a detail freak. You don't have to be Afterglow or kdoom (who is contributing some maps, btw ^_^) to make a map that would do for Eternity TC.
Lesson 2: don't expect other people to help you -- the DOOM community is already too thinned out both in sheer number and in talent distributed between existing projects -- if you can't do it yourself at this point, you might as well see about joining an existing project -- it can be just as satisfying -- if you think I'm a hypocrite for saying this, consider that I *have* done a large amount of work across the board on Eternity -- coding the engine, doing some sprites and textures, and mapping, not to mention story line & plot development, and managing the whole project, which is a lot of work.
Lesson 3: know your limits -- back when I started Eternity I was too ambitious -- I believed I would have dialogue and scripting in months, and its turned out to be years -- in my case, the experience and motivation gained has been worth it, but most people won't invest that much time in something, so start out simple if you can.
Thus sayeth Quasar.
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